/* File: z-rand.c */ /* Purpose: a simple random number generator -BEN- */ #include "z-rand.hpp" /* * Angband 2.7.9 introduced a new (optimized) random number generator, * based loosely on the old "random.c" from Berkeley but with some major * optimizations and algorithm changes. See below for more details. * * Code by myself (benh@phial.com) and Randy (randy@stat.tamu.edu). * * This code provides (1) a "decent" RNG, based on the "BSD-degree-63-RNG" * used in Angband 2.7.8, but rather optimized, and (2) a "simple" RNG, * based on the simple "LCRNG" currently used in Angband, but "corrected" * to give slightly better values. Both of these are available in two * flavors, first, the simple "mod" flavor, which is fast, but slightly * biased at high values, and second, the simple "div" flavor, which is * less fast (and potentially non-terminating) but which is not biased * and is much less subject to low-bit-non-randomness problems. * * You can select your favorite flavor by proper definition of the * "rand_int()" macro in the "defines.h" file. * * Note that, in Angband 2.8.0, the "state" table will be saved in the * savefile, so a special "initialization" phase will be necessary. * * Note the use of the "simple" RNG, first you activate it via * "Rand_quick = TRUE" and "Rand_value = seed" and then it is used * automatically used instead of the "complex" RNG, and when you are * done, you de-activate it via "Rand_quick = FALSE" or choose a new * seed via "Rand_value = seed". */ /* * Random Number Generator -- Linear Congruent RNG */ #define LCRNG(X) ((X) * 1103515245 + 12345) /* * Use the "simple" LCRNG */ bool_ Rand_quick = TRUE; /* * Current "value" of the "simple" RNG */ u32b Rand_value; /* * Current "index" for the "complex" RNG */ u16b Rand_place; /* * Current "state" table for the "complex" RNG */ u32b Rand_state[RAND_DEG]; /* * Initialize the "complex" RNG using a new seed */ void Rand_state_init(u32b seed) { int i, j; /* Seed the table */ Rand_state[0] = seed; /* Propagate the seed */ for (i = 1; i < RAND_DEG; i++) Rand_state[i] = LCRNG(Rand_state[i - 1]); /* Cycle the table ten times per degree */ for (i = 0; i < RAND_DEG * 10; i++) { /* Acquire the next index */ j = Rand_place + 1; if (j == RAND_DEG) j = 0; /* Update the table, extract an entry */ Rand_state[j] += Rand_state[Rand_place]; /* Advance the index */ Rand_place = j; } } /* * Extract a "random" number from 0 to m-1, via "modulus" * * Note that "m" should probably be less than 500000, or the * results may be rather biased towards low values. */ s32b Rand_mod(s32b m) { int j; u32b r; /* Hack -- simple case */ if (m <= 1) return (0); /* Use the "simple" RNG */ if (Rand_quick) { /* Cycle the generator */ r = (Rand_value = LCRNG(Rand_value)); /* Mutate a 28-bit "random" number */ r = (r >> 4) % m; } /* Use the "complex" RNG */ else { /* Acquire the next index */ j = Rand_place + 1; if (j == RAND_DEG) j = 0; /* Update the table, extract an entry */ r = (Rand_state[j] += Rand_state[Rand_place]); /* Advance the index */ Rand_place = j; /* Extract a "random" number */ r = (r >> 4) % m; } /* Use the value */ return (r); } /* * Extract a "random" number from 0 to m-1, via "division" * * This method selects "random" 28-bit numbers, and then uses * division to drop those numbers into "m" different partitions, * plus a small non-partition to reduce bias, taking as the final * value the first "good" partition that a number falls into. * * This method has no bias, and is much less affected by patterns * in the "low" bits of the underlying RNG's. */ static s32b Rand_div(s32b m) { u32b r, n; /* Hack -- simple case */ if (m <= 1) return (0); /* Partition size */ n = (0x10000000 / m); /* Use a simple RNG */ if (Rand_quick) { /* Wait for it */ while (1) { /* Cycle the generator */ r = (Rand_value = LCRNG(Rand_value)); /* Mutate a 28-bit "random" number */ r = ((r >> 4) & 0x0FFFFFFF) / n; /* Done */ if (r < (u32b)m) break; } } /* Use a complex RNG */ else { /* Wait for it */ while (1) { int j; /* Acquire the next index */ j = Rand_place + 1; if (j == RAND_DEG) j = 0; /* Update the table, extract an entry */ r = (Rand_state[j] += Rand_state[Rand_place]); /* Hack -- extract a 28-bit "random" number */ r = ((r >> 4) & 0x0FFFFFFF) / n; /* Advance the index */ Rand_place = j; /* Done */ if (r < (u32b)m) break; } } /* Use the value */ return (r); } /* * The number of entries in the "randnor_table" */ #define RANDNOR_NUM 256 /* * The standard deviation of the "randnor_table" */ #define RANDNOR_STD 64 /* * The normal distribution table for the "randnor()" function (below) */ static s16b randnor_table[RANDNOR_NUM] = { 206, 613, 1022, 1430, 1838, 2245, 2652, 3058, 3463, 3867, 4271, 4673, 5075, 5475, 5874, 6271, 6667, 7061, 7454, 7845, 8234, 8621, 9006, 9389, 9770, 10148, 10524, 10898, 11269, 11638, 12004, 12367, 12727, 13085, 13440, 13792, 14140, 14486, 14828, 15168, 15504, 15836, 16166, 16492, 16814, 17133, 17449, 17761, 18069, 18374, 18675, 18972, 19266, 19556, 19842, 20124, 20403, 20678, 20949, 21216, 21479, 21738, 21994, 22245, 22493, 22737, 22977, 23213, 23446, 23674, 23899, 24120, 24336, 24550, 24759, 24965, 25166, 25365, 25559, 25750, 25937, 26120, 26300, 26476, 26649, 26818, 26983, 27146, 27304, 27460, 27612, 27760, 27906, 28048, 28187, 28323, 28455, 28585, 28711, 28835, 28955, 29073, 29188, 29299, 29409, 29515, 29619, 29720, 29818, 29914, 30007, 30098, 30186, 30272, 30356, 30437, 30516, 30593, 30668, 30740, 30810, 30879, 30945, 31010, 31072, 31133, 31192, 31249, 31304, 31358, 31410, 31460, 31509, 31556, 31601, 31646, 31688, 31730, 31770, 31808, 31846, 31882, 31917, 31950, 31983, 32014, 32044, 32074, 32102, 32129, 32155, 32180, 32205, 32228, 32251, 32273, 32294, 32314, 32333, 32352, 32370, 32387, 32404, 32420, 32435, 32450, 32464, 32477, 32490, 32503, 32515, 32526, 32537, 32548, 32558, 32568, 32577, 32586, 32595, 32603, 32611, 32618, 32625, 32632, 32639, 32645, 32651, 32657, 32662, 32667, 32672, 32677, 32682, 32686, 32690, 32694, 32698, 32702, 32705, 32708, 32711, 32714, 32717, 32720, 32722, 32725, 32727, 32729, 32731, 32733, 32735, 32737, 32739, 32740, 32742, 32743, 32745, 32746, 32747, 32748, 32749, 32750, 32751, 32752, 32753, 32754, 32755, 32756, 32757, 32757, 32758, 32758, 32759, 32760, 32760, 32761, 32761, 32761, 32762, 32762, 32763, 32763, 32763, 32764, 32764, 32764, 32764, 32765, 32765, 32765, 32765, 32766, 32766, 32766, 32766, 32767, }; /* * Generate a random integer number of NORMAL distribution * * The table above is used to generate a psuedo-normal distribution, * in a manner which is much faster than calling a transcendental * function to calculate a true normal distribution. * * Basically, entry 64*N in the table above represents the number of * times out of 32767 that a random variable with normal distribution * will fall within N standard deviations of the mean. That is, about * 68 percent of the time for N=1 and 95 percent of the time for N=2. * * The table above contains a "faked" final entry which allows us to * pretend that all values in a normal distribution are strictly less * than four standard deviations away from the mean. This results in * "conservative" distribution of approximately 1/32768 values. * * Note that the binary search takes up to 16 quick iterations. */ s16b randnor(int mean, int stand) { s16b tmp; s16b offset; s16b low = 0; s16b high = RANDNOR_NUM; /* Paranoia */ if (stand < 1) return (mean); /* Roll for probability */ tmp = (s16b)rand_int(32768); /* Binary Search */ while (low < high) { int mid = (low + high) >> 1; /* Move right if forced */ if (randnor_table[mid] < tmp) { low = mid + 1; } /* Move left otherwise */ else { high = mid; } } /* Convert the index into an offset */ offset = (long)stand * (long)low / RANDNOR_STD; /* One half should be negative */ if (rand_int(100) < 50) return (mean - offset); /* One half should be positive */ return (mean + offset); } /* * Generates damage for "2d6" style dice rolls */ s32b damroll(s16b num, s16b sides) { int i; s32b sum = 0; for (i = 0; i < num; i++) sum += randint(sides); return (sum); } /* * Same as above, but always maximal */ s32b maxroll(s16b num, s16b sides) { return (num * sides); } bool magik(int p) { return rand_int(100) < p; } s32b rand_int(s32b m) { return Rand_div(m); } s32b randint(s32b m) { return rand_int(m) + 1; } s32b rand_range(s32b a, s32b b) { return a + rand_int(1 + b - a); } s32b rand_spread(s32b a, s32b d) { return a + rand_int(1 + d + d) - d; }